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I guess I'd forgotten that it did output something, though what I should really have asked was if it could note that nothing was found if such is the case. I know the absence of items implies it found nothing, but it just feels incomplete if all it says is it's done? Maybe that's just me.

Originally Posted by Laserrobotics

OK. I imagine changing the unconditional ending message to include a count (acted on x of the y item types in store) would be reasonable. On my list although that list has not gotten a lot of attention lately :-)

If an item is at mall minimum but actually seems to be selling at that price the script will not sell it because you could be advertising or get lucky and might actually be the store that sells it.

The way that is calculated is it takes the quantity you have on hand, multiplies it by the Coldfront Volume factor and compares that to the sales volume reported by Coldfront. If the calculated value is more than the sales volume then it will pull and sell, provided that the Coldfront average price is the mall minimum.

So my first suggestion would be to try raising the volume factor. I usually use 5 arbitrarily, but if you want to empty your store of stuff at mall min 100 would probably do the trick.

The script uses zlib's verbosity so setting it to 6 might provide insight in case my memory is shot or there is an undiscovered bug.

You could also check the Coldfront data. The CFData.txt file has item number, date checked, average sale price and sales volume.

I updated CFStat. There is now a zlib variable to specific the timespan for Coldfront data.

CFStat_Coldfront_Timespan

//5 - last 12 hours
//1 - last 24 hours
//6 - last 48 hours
//2 - last 7 days
//7 - last 14 days
//3 - last 30 days
//4 - all history

Darzil expressed concerns about the average as displayed by Coldfront and graciously wrote and shared code to compute the average directly from the transaction data. Quick testing indicated that when the computed and extracted average were different the computed version was more interesting and potentially more useful.

Reading from the cache was disabled because the average price could potentially change every 30 minutes and changing the timespan can change the average.

So basically, if the sum of the autosell value of the expected remnants after smashing is greater than the autosell price itself, it pulverizes instead.

A better version of this would a) actually do the autoselling and b) determine if its worth putting the remnants back in the mall or autoselling them. But this is still (strictly?) better than the current version.

Added pulverize. If the expected autosell value of the pulverization results is greater than the autosell value of the item to be autosold, the item will be pulverized. If character does not have the ability to pulverize, the item will be autosold. Note that pulverization results will be left in inventory. Detecting the results and autoselling them is more work than I want to do here and does not allow for the possibility that the player has some other purpose in mind. Running OCD Inventory Control is a much better way to deal with wads etc. :-)